Search found 250 matches

by Kelderek
Thu Apr 28, 2016 3:04 pm
Forum: Show your Creations
Topic: Oil Refining
Replies: 27
Views: 9732

Re: Oil Refining

AutoMcD wrote:I've also considered bussing wire and gears.
You almost never want to put wire on the bus - it simply cannot be extracted from a belt fast enough for how it is consumed.
by Kelderek
Wed Apr 27, 2016 10:45 pm
Forum: General discussion
Topic: Roboports and circuit/logistic networks
Replies: 2
Views: 1471

Re: Roboports and circuit/logistic networks

I hadn't even thought of that, but it is a great point. I was thinking more about replenishing the bots automatically from my assemblers whenever I take bots out of the network to move them to new outposts. But you're right, it can be a pain to find construction bots sometimes and it would be nice t...
by Kelderek
Wed Apr 27, 2016 8:02 pm
Forum: General discussion
Topic: can combinator simplify the refinery control?
Replies: 4
Views: 1861

Re: can combinator simplify the refinery control?

The short answer is yes, combinators can be quite useful for this.

Take a look at Negative Root's video here:
https://www.youtube.com/watch?v=E8TsSM48Osc

He uses combinators to control oil-related parts of his factory.
by Kelderek
Wed Apr 27, 2016 7:58 pm
Forum: General discussion
Topic: Roboports and circuit/logistic networks
Replies: 2
Views: 1471

Roboports and circuit/logistic networks

Will roboports be connectable to the circuit and/or logistic networks in 0.13? Right now these have storage for bots and repair packs and yet neither of those are exposed to the logistic network and you cannot connect red or green wires to the roboport for a circuit network. I think it would be hand...
by Kelderek
Sat Apr 16, 2016 5:04 am
Forum: Gameplay Help
Topic: Four Lane vs. Two Lane Track
Replies: 2
Views: 3250

Re: Four Lane vs. Two Lane Track

I'm pretty sure it is all about scale. If you have a gigantic factory with dozens of trains and stations then you might want more lanes for your rail lines to increase throughput. Watch your trains closely, if you see them waiting frequently at rail signals then that is a sign that your capacity is ...
by Kelderek
Sat Apr 16, 2016 4:54 am
Forum: General discussion
Topic: How do I get started on a new map?
Replies: 8
Views: 4841

Re: How do I get started on a new map?

One of the beautiful features of this game is that everything can be picked up and reused somewhere else. So you really shouldn't worry too much if you have a poor initial design or if you make some mistakes - you can always pick up the parts of your factory and rebuild them in a different configura...
by Kelderek
Fri Apr 15, 2016 4:10 pm
Forum: Duplicates
Topic: Signal bug when placed too close from rail junction
Replies: 18
Views: 9051

Re: Why are these signals green?

They might be too close to the curve? If you mouse over the chain signals, do they cover both rails? I suspect this is the issue. Signals D and S should probably be shifted one square to the right so that they are only touching straight rail, likewise signals E and X might need to be moved 1 square...
by Kelderek
Thu Apr 14, 2016 10:56 pm
Forum: Gameplay Help
Topic: Need help with Rail signals for loops and stations
Replies: 3
Views: 1858

Re: Need help with Rail signals for loops and stations

I modified your images to show where you would want signals: http://imgur.com/a/NFbqt For your image of the station tracks, it looks like you want the trains to arrive and depart on the same single track, so I added signals accordingly. Your second image with the roundabout loop would need to swap t...
by Kelderek
Thu Apr 14, 2016 10:33 pm
Forum: General discussion
Topic: Balancing Steel Barrels in Oil Barreling stations
Replies: 25
Views: 11983

Re: Balancing Steel Barrels in Oil Barreling stations

If your trains could go in either way then why not make them symmetrical, e.g. engine - full barrels - empties - full barrels - engine. Should solve the problem of not knowing where the full and empties are going to be. I used this method when I came across this exact same issue. I used 3 cargo wag...
by Kelderek
Wed Mar 30, 2016 4:06 pm
Forum: Gameplay Help
Topic: Couple Newbie Player Questions....
Replies: 3
Views: 1336

Re: Couple Newbie Player Questions....

Can I add trees in the map editor? I've figured every else out just fine but cannot find where to add trees. Yes, select the "Entities" editor from the top row (3rd from left button looks like an assembly machine), then in the Entities window below select the left-most tab (button looks l...
by Kelderek
Wed Mar 30, 2016 3:51 pm
Forum: General discussion
Topic: A newb strategy for restarts
Replies: 2
Views: 1361

Re: A newb strategy for restarts

I think you're not talking about the "Restart Map" button in the options menu, but rather just picking up all your placed items and structures and clearing up a map right? If that is so, just keep in mind that a few things on your map will have changed: 1. Resource availability. If you min...
by Kelderek
Mon Mar 28, 2016 10:11 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

Re: A simple sensor for keeping belts moving

If your goal is to have a free flowing belt and any excess items go to storage, why not just have a bunch of inserters extract everything from the belt into storage at the very end of your line? I like your design, I'm not sure I get why it is necessary. Is there a particular reason why you want to ...
by Kelderek
Mon Mar 28, 2016 3:47 pm
Forum: Ideas and Suggestions
Topic: Electricity!!!!!
Replies: 4
Views: 2284

Re: Electricity!!!!!

You must not have done a very good search, considering that what you just posted is already listed at the very top of the Frequently Suggested Ideas post that is stickied in this forum: https://forums.factorio.com/viewtopic.php?f=80&t=4806 Also, as a side note, reactors shouldn't produce polluti...
by Kelderek
Sun Mar 27, 2016 3:11 pm
Forum: Gameplay Help
Topic: Long rail lines
Replies: 4
Views: 3318

Re: Long rail lines

As for size fitting your largest train - this again is more relevant around junctions - you want the blocks just after junctions (in each exit direction) to be at least as big as your biggest train, so no train ends up blocking the junction. For breaking up straight runs it is less critical, as hav...
by Kelderek
Sun Mar 27, 2016 6:48 am
Forum: Ideas and Suggestions
Topic: Inserter Placement
Replies: 5
Views: 1818

Re: Inserter Placement

I think the loader concept that was brought up a couple Fun Friday Fact's ago may accomplish this for you, but apart from that I think there are enough ways to ensure items end up on both sides of a belt that I don't feel another type of inserter is needed. Here are some examples of how to use both ...
by Kelderek
Sun Mar 27, 2016 6:29 am
Forum: Gameplay Help
Topic: Long rail lines
Replies: 4
Views: 3318

Long rail lines

When you have a long rail line between stations or other intersections, is there an ideal way to segment the rail line into blocks? I'm talking about really long lines of empty land where there's no intersections or stops for the trains to worry about. It isn't entirely necessary to split the long l...
by Kelderek
Sun Mar 27, 2016 12:52 am
Forum: Gameplay Help
Topic: Help with trains colliding
Replies: 2
Views: 966

Re: Help with trains colliding

I don't see any rail or chain rail signals in your screenshot at all. You need these signals at every intersection of tracks. If you are unfamiliar with their use then I suggest you check out this train tutorial video:
https://www.youtube.com/watch?v=3ZiL7_vfJtQ
by Kelderek
Sat Mar 26, 2016 3:21 pm
Forum: Gameplay Help
Topic: I'd like a good map seed for a huge peninsula
Replies: 8
Views: 70436

Re: I'd like a good map seed for a huge peninsula

You make it sound like the editor is more complex and hard to use than it actually is. I opened it up and was able to make a workable map in just a minute or so (after a few map seed changes by trial and error). Take a look here: http://imgur.com/a/04bkz Sure it might take a bit longer if you really...
by Kelderek
Sat Mar 26, 2016 4:42 am
Forum: Gameplay Help
Topic: Multiple Conditions for a Smart Inserter
Replies: 3
Views: 7560

Re: Multiple Conditions for a Smart Inserter

Use decider combinators for each condition and when true have them output the same signal to the smart inserter. I made up a quick mock up example here:
http://imgur.com/a/CrL7V

This should accomplish what you are looking for.
by Kelderek
Fri Mar 25, 2016 11:01 pm
Forum: Gameplay Help
Topic: I'd like a good map seed for a huge peninsula
Replies: 8
Views: 70436

Re: I'd like a good map seed for a huge peninsula

You can always screw around in the map editor. At the very least it lets you view the map enough to know if you like a given seed. You can regenerate over and over using different seeds until you find one you like then use that seed to make a game normally. Or you could use the editor to modify a ma...

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